vsh/ff2 buffs general

  1. vsh/ff2 buffs general

    #5066
    okay, so all the classes have potent reasons to be played.

    but now bosses on both VSH and FF2 need some tools for them to use to keep the battles interesting.

    bonus points if your ideas can be used for all bosses.

    anyways, onward to my ideas.

    first and foremost, a buff to the gunslinger engie to encourage them to help their team: their dispenser will take damage instead of the engie if people other than themselves are using it. and ONLY when it's being used (or at most was recently used). they'll die otherwise.

    now onto the boss buffs
    -Classes known for camping can be seen by hale if they stick in one spot for too long. this would be sniper and engineer, perhaps even demoman without a shield.
    -removing the 3x falldamage on whoever one lands on and replaced with mantreads' other function: reduced knockback. shouldn't be too much as to allow engies, soldiers, demomen, etc. to still hold thier ground with knockback, and perhaps fix the goomba bug on ff2 bosses
    -normal sentries give hale rage at a slow rate when they fire at him. 1 percent for every, what, 15-30 secs or more? should be a rather subtle but notable increase.
    -last 2 people standing are always seen by hale, unless it's a normal cloak spy or two. (aka also another subtle buff for normal cloak watches)
    -(FF2) melee only minions could be rebalanced a bit.
    -(FF2) shotgun (and gun bosses in general) should use projectile shooting variants of guns when possible. example being shotguns being replaced with rescue ranger for the fact it shoots projectiles.
    -(FF2) rebalance the spy and scout melee to deal the same damage as other bosses' melee.
    -(not needed, as it's cosmetic) have all melee weapons state they have extended range just so it's in the player's faces.
    -(FF2) remove the minions ability to cap. as much as i like being a cap fag, lets be honest, it's a killjoy to see a minion cap rather than the boss. perhaps use the pain train's stat and make it negative?
  2. Re: vsh/ff2 buffs general

    #5069
    sure make minons cant cap its  need i hate when seeman and seeldier rage then the minons just cap also we need to make the paintrain have something useful besides the extra person and 10% more bullet on wear i say paintrain needs to have more ammo on wear
  3. Re: vsh/ff2 buffs general

    #5072
    Rukrio wrote View original post
    first and foremost, a buff to the gunslinger engie to encourage them to help their team: their dispenser will take damage instead of the engie if people other than themselves are using it. and ONLY when it's being used (or at most was recently used). they'll die otherwise.


    The gunslinger doesn't need a buff, it's already potent enough.

    Rukrio wrote View original post
    -normal sentries give hale rage at a slow rate when they fire at him. 1 percent for every, what, 15-30 secs or more? should be a rather subtle but notable increase.


    I don't see why the bosses need to be buffed, as they're already too powerful in FF2 and have been buffed in VSH.


    Rukrio wrote View original post
    -(not needed, as it's cosmetic) have all melee weapons state they have extended range just so it's in the player's faces.


    Wat.

    BoBoBo-Bo Bo-BoBoBo wrote View original post
    also we need to make the paintrain have something useful besides the extra person and 10% more bullet on wear i say paintrain needs to have more ammo on wear


    For the love of god: please learn to type like a normal human being. I can't work out what you're even trying to say here.
  4. Re: vsh/ff2 buffs general

    #5075
    VoiDeD wrote View original post
    The gunslinger doesn't need a buff, it's already potent enough.

    I don't see why the bosses need to be buffed, as they're already too powerful in FF2 and have been buffed in VSH.


    Wat.

    For the love of god: please learn to type like a normal human being. I can't work out what you're even trying to say here.

    For the 4th one with the quote from Bobo, he's suggesting to buff the Pain Train. Even though the stats can help, he's saying that it should give an additional stat, which in this case is extra ammo on wearer.
  5. Re: vsh/ff2 buffs general

    #5076
    Punishment_Fatal wrote View original post
    For the 4th one with the quote from Bobo, he's suggesting to buff the Pain Train. Even though the stats can help, he's saying that it should give an additional stat, which in this case is extra ammo on wearer.

    thats what i been saying
  6. Re: vsh/ff2 buffs general

    #5077
    Bo plz make moar sense. Google Translate broke down on me when I tried to translate ur language
  7. Re: vsh/ff2 buffs general

    #5084
    There is no point to more ammo its just a straight up buff since some bosses don't even use hit-scan weapons.
  8. Re: vsh/ff2 buffs general

    #5093
    All these ideas are pretty bad. The gunslinger can already get a lot of damage easily. Giving classes outline for camping in VSH MODE is probably the worst idea on the list, why should a sniper have to be constantly moving when they're already so easy to kill? As for engie being outlined, all the Hale needs is some common sense to just rage the sentry. Hale doesn't need a rage buff, it's so easy to get rage as Hale and use one to kill the people you need to.

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